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feat(p2ce): move dissolved keyvalues/inputs to BaseEntityAnimating (#247)
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4 files changed

+7
-13
lines changed

4 files changed

+7
-13
lines changed

fgd/bases/BaseEntityAnimating.fgd

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modelscale(float) : "Model Scale" : : "A multiplier for the size of the model."
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AllowSilentDissolve[+P2](boolean) : "Allow SilentDissolve input" : 1 : "Allow the SilentDissolve input to dissolve this object."
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linedivider_animbase[!engine](string) readonly : "----------------------------------------------------------------------------------------------------------" : ""
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LightingOrigin(target_destination) : "Lighting Origin" : : "Select any entity (not info_lighting!) from which to sample lighting instead of the entity's origin."
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input AlternativeSorting(boolean) : "Used to attempt to fix sorting problems when rendering. True activates, false deactivates"
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input SetModelScale(vector) : "Sets the scale of the model. Secondary parameter (space delimited) sets the duration of time to scale the model."
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input Dissolve[+P2](void) : "Fizzles the object, firing the OnFizzled output."
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input SilentDissolve[+P2](void) : "Kills the object immediately, firing the OnFizzled output."
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// Outputs
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output OnIgnite(void) : "Fired when this object catches fire."
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output OnFizzled[+P2](void) : "Fired when this object is fizzled."
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]

fgd/point/prop/prop_monster_box.fgd

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[
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startasbox(boolean) : "Start As Box" : 0 : "Start the FrankenTurret in cube form."
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boxswitchspeed(float) : "Box Switch Speed" : 400 : "Speed to force switch to a box."
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allowsilentdissolve(boolean) : "Allow SilentDissolve input" : 1 : "Allow the SilentDissolve input to dissolve this FrankenCube."
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model[engine](studio) : "Model" : "models/npcs/monsters/monster_a.mdl"
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model(choices) : "[H] Pose" : "models/npcs/monsters/monster_a.mdl" : "What pose to show in Hammer." =
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input BecomeMonster(void) : "Return the FrankenCube to extended form."
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input BecomeShortcircuit(void) : "Short circuit this FrankenCube and permanently switch to cube form. " +
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"Creates arc particles randomly across the cube, and the turret's eyes flicker randomly."
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input Dissolve(void) : "Fizzles the FrankenCube."
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input SilentDissolve(void) : "Kills the FrankenCube and fires its OnFizzled output, if the relevant setting is on."
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// Outputs
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output OnFizzled(void) : "Fired when a cube is fizzled."
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output OnPlayerUse(void) : "Any player +USEd the cube."
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output OnPlayerPickup(void) : "Any player picked up the cube."
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output OnPhysGunDrop(void) : "Any player dropped the cube."

fgd/point/prop/prop_paint_bomb.fgd

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]
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allowfunnel(boolean) : "Allow Portal Funneling" : 1 : "Whether or not this object should auto-funnel into a portal."
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allowsilentdissolve(boolean) : "Allow SilentDissolve input" : 0 : "Allow the SilentDissolve input to dissolve this bomb."
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playspawnsound(boolean) : "Play Spawn Sound" : 1 : "Whether or not this bomb should play a sound on spawn (PaintBlob.Inception)."
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model(studio) readonly : "Model" : "models/error.mdl" : "Paint bombs need a model set to suppress a warning message. This model would be loaded already."
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// Inputs
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input Dissolve(void) : "Dissolves the paint bomb."
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input SilentDissolve(void) : "Kills the paint bomb and fires its OnFizzled output."
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input EnablePortalFunnel(void) : "Enable portal funneling behavior."
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input DisablePortalFunnel(void) : "Disable portal funneling behavior."
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// Outputs
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output OnFizzled(void) : "Fired when a paint bomb is fizzled (by trigger_paint_cleanser?)."
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output OnExploded(void) : "Fired when a paint bomb explodes."
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]

fgd/point/prop/prop_weighted_cube.fgd

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input DisablePortalFunnel(void) : "Disable portal funneling behavior."
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input EnableMotion(void) : "Allow physics simulation."
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input DisableMotion(void) : "Prevent Physics simulation, freezing the cube in place."
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input SetPaint(integer) : "Force the cube to be painted with 0 (Repulsion), 2 (Propulsion), or 4 (No) gel."
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input Dissolve(void) : "Fizzles the cube, firing the OnFizzled output."
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input SilentDissolve(void) : "Kills the cube immediately and fires its OnFizzled output."
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input ExitDisabledState(void) : "Exits the disabled state of a reflective cube."
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input SetPaint(integer) : "Force the cube to be painted with 0 (Repulsion), 2 (Propulsion), or 4 (No) gel."
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input SetReflectModifyColor(color255) : "Changes the laser modifier colour of the cube."
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input SetReflectFilterColor(color255) : "Changes the laser filter colour of the cube."
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input EmitLaser(boolean) : "Makes this cube emit or stop emitting its own laser."
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// Outputs
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output OnFizzled(void) : "Fired when a cube is fizzled."
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output OnOrangePickUp(void) : "P-Body picked up the cube."
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output OnBluePickUp(void) : "ATLAS picked up the cube."
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output OnPlayerPickup(void) : "Any player picked up the cube."

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